This is what we've heard about government/civics/culture/social engineering/social policies/virtues so far...
...which sounds an awful lot like Civ5. The only real difference is the idea that you get "kickers" for diversifying as well as for specializing.
In Beyond Earth, you lead different factions with contrasting cultures. One of the critiques of Civilization V‘s take on culture was that it felt like a second tech tree instead of a feature unto itself. How does culture work in Beyond Earth?
David McDonough: There’s a system called virtues, which is an expression of what your civilization cares about, so who they grow up to be, what their priorities are and so forth. It’s been totally redesigned for this game, meaning it’s different from any previous Civilization. Culture drives the acquisition of items within a virtue table, and those items have a lot of cross-linking benefits in and out of other systems in the game — everything from city progression to tile improvement to military strategies to territorial acquisition and diplomacy and so on.
Lena Brenk: The way Anton designed it, the trees are a lot deeper, so you have a tree that you can follow down, the whole column through, and the more points you spend in one tree, you get kickers — additional bonuses that you rack up. If you go very wide and select virtues from different branches of different trees, you get kickers as well, but they’re different in that they give you bonuses for going in very different directions and not focusing on one tree. So the system is quite different from prior Civilization games.
David McDonough: There’s a system called virtues, which is an expression of what your civilization cares about, so who they grow up to be, what their priorities are and so forth. It’s been totally redesigned for this game, meaning it’s different from any previous Civilization. Culture drives the acquisition of items within a virtue table, and those items have a lot of cross-linking benefits in and out of other systems in the game — everything from city progression to tile improvement to military strategies to territorial acquisition and diplomacy and so on.
Lena Brenk: The way Anton designed it, the trees are a lot deeper, so you have a tree that you can follow down, the whole column through, and the more points you spend in one tree, you get kickers — additional bonuses that you rack up. If you go very wide and select virtues from different branches of different trees, you get kickers as well, but they’re different in that they give you bonuses for going in very different directions and not focusing on one tree. So the system is quite different from prior Civilization games.
...which sounds an awful lot like Civ5. The only real difference is the idea that you get "kickers" for diversifying as well as for specializing.
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